Transition: Max versus Maya

Discussions about migration to other software
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Hirazi Blue
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Transition: Max versus Maya

Post by Hirazi Blue » 13 Mar 2014, 13:49

As some of us are inclined (/forced/whatever) to take Autodesk up on its offer to migrate to Max or Maya, it might be helpful to get the opinions of those of us who already have experience with one or both of those packages to explicitly list their respective strengths and weaknesses. Why Max or why Maya? Or why not?
As I laid out in the other thread my own fascination for (character) animation made me decide to go with Maya, but I'm hardly an expert (at anything).
Your input in this is very much wanted, to help make the decision process a little easier. This is not the place to steer people away from their choice to keep on using Autodesk software, this is meant as a comparison thread between the two in light of the fact that we're all Softimage users to begin with...
:-?
Stay safe, sane & healthy!

oglu
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Re: Transition: Max versus Maya

Post by oglu » 13 Mar 2014, 14:01

for feature film and fx there is no way around maya if you have only max as competitor.
autodesk is pushing hard on maya... you will see it in the comming releases...

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MauricioPC
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Re: Transition: Max versus Maya

Post by MauricioPC » 14 Mar 2014, 13:19

According to Allan McKay, Hristo Velev and some other people, Max is still stronger than Maya for FX. When I say Max, I say Max + Plugins. Now, with BiFrost, who knows. But we need to see how will BiFrost work and if it's great/ready for production.

I don't understand so much why people hate Max. I know of some of the problems since v9 (which I learned in a course), but the software is capable of doing great things. Depending on the type of work you want to do, it's way more capable than Modo or Cinema 4D.


Here's a link to a demoreel from a student. I think it's one of the best reel I've seen, but it's just my opinion.



This is another cool project, with a "C4D" style, that if I'm not mistaken, was done in Max.



One more ...


Hellomojo
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Re: Transition: Max versus Maya

Post by Hellomojo » 14 Mar 2014, 18:25

Perhaps a list of the essential plugins for Max - would be useful then?

Here is a thread from another forum - that lists workflow scripts that people consider essential in Max.
http://forums.cgsociety.org/showthread. ... ost7772669

I have been playing for a few days in both packages. Still feel, maya is closer to Softimage in terms of options and extensiibility. Have to say though I just bloody like Max, simplicity goes a long way - so leaning towards it with the idea of studying maxscript right from the start. I left coding in Soft too long, so I thing learning a new package with scripting at the start will expedite becoming really bloody good.

*One little thing in Maya, that I found would be a taste of things to come, it has tonnes of options for hiding and unhiding everything as you would expect. However no toggleHideSelected (as far as I know) - so it just means writing a little script to do just that - fair enough.

Paint effects looks amazing.
Anyway thats just tinkering around impressions.

Newcomer (<20 posts) alert: please use the URL tags - HB

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MauricioPC
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Re: Transition: Max versus Maya

Post by MauricioPC » 14 Mar 2014, 19:07

If you're thinking of learning maxscript, start saving some money. Allan McKay will put a course on maxscript with a focus on tool development that looks amazing.

http://maxscript.kajabi.com/squeeze_pag ... nels/44743


I do find that Maya is more powerful than Max, but it's also more of a pain in the *ss to work with. Since for animation and some cool fluids sim, I'll continue to use Maya, but for modeling, texturing, rendering, etc, I'll stick with Max for now.

Heck, if Blur studio can make scene assembly in Max, so can I! :-B

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Re: Transition: Max versus Maya

Post by Eugen » 14 Mar 2014, 19:24

Just a few quick words about 3ds max, in no particular order...

Basically, I'd say it covers pretty much every field of 3d content creation.
I somewhat lost track of what's going on over there, but it still survives on the overwhelming size of the userbase, and the unbelievable plethora of plugins and scripts (due to the very open SDK).
Renderers, multiple character anim plugins, particles, fracturing, fluids, hair, clouds, ... anything but ICE, more or less (correct me if I'm wrong).

Yet when I ditched it a few years ago, it was so riddled with legacy crap tools, redundancies, and UI inconsistencies - it stank to high heavens.
They started this 'small annoying things' initiative shortly after, and things got a little better, but max remains max. An old, rust, rickety bucket of bolts, which can play amazing tricks - it's almost a wonder, really.

I almost don't know where to start listing it's weaknesses... ancient architecture... no decoupling of user input and rendering, no render region, no well-customizable UI, tiny, fiddly buttons, hard-wired size and layout in the modify panel. No supra-keys, no screen-area-contextual shortcuts, slow boot, no multi-PPGs (only when you select instances), no render passes comparable to SI. No selection of components across multiple objects (except if you use an additional edit poly modifier), viewport artifacts with tools, tools that quit when navigating the viewport (they might have fixed that)... still many tools based on triangles instead of polygons, internally, and strange tri to poly conversion workflows.
Strange, redundant subdivision surface approach...

The basic workflow with the modifier stack is simple and straightforward, ok. But there are redundancies in the modifiers - just an example: the edit poly modifier has a weld tool, but there is another dedicated weld modifier as well (I wonder if that even maps to the same code internally...).

When I look at the max script syntax, my stomach churns...

Where it's still standing taller than all others is the visualization business, because of the many CAD import formats, the endless loads of 3d assets set up for VRay already (which is the de-facto-standard renderer since 10 years, not mental ray), procedural plugins for plants, landscapes, streets, cities... good spline editing tools (age old but working. Nurbs are crappy, though), multiple scattering plugins/scripts, easy UV generation...

All in all, it works - but how!
The question is, do you like such a workflow and UI? Time travel back to the nineties...
Frankenmax... they really earn this title (more than Maya)!!!

If I start imagining I'd have to go back to this raving mess, I want to coil up in a corner, sobbing...

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Re: Transition: Max versus Maya

Post by MauricioPC » 14 Mar 2014, 20:01

There's a lot of weakness Eugen ...

I was thinking of Max as a general thing and Maya for animation learning and FX. Maybe I should invert to Maya as a general tool and Max only for FX.

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Re: Transition: Max versus Maya

Post by Yanik » 14 Mar 2014, 23:21

Eugen wrote:Just a few quick words about 3ds max, in no particular order...

....

All in all, it works - but how!
The question is, do you like such a workflow and UI? Time travel back to the nineties...
Frankenmax... they really earn this title (more than Maya)!!!

If I start imagining I'd have to go back to this raving mess, I want to coil up in a corner, sobbing...
I don't agree with some points, but many I do agree.
Ancient architecture...
It is, especially in the animation department, but not in all areas. It's viewport is one of the fastest I've worked with(for non-deforming meshes). It also feels like many tools work faster because the sdk allows for lower level access than SI's SDK.
no render region
There is. It won't render in the viewport, but you can render a region you specify from the viewport or the framebuffer.
no well-customizable UI
You can create your own toolbars and dock them wherever you'd like. You can also create your own panels for the ribbon interface. But yeah it's nothing special. I think all DCC are like this. Never really liked the .Net interface choice. I think they are using Windows form widgets together with some xaml Ribbons and a bit of Qt.
hard-wired size and layout in the modify panel
Yeah, you can expand it though so you have more columns. A large screen is a requirement.
no multi-PPGs (only when you select instances)
I think no other DCC besides Softimage has this function. There is a script for it though. It's called Modifier Modifier Zorb. Basically what you can do is mass edit and randomize modifier properties of selected objects. Handy when you need it, but still not as cool as SI's PPG system.
no render passes comparable to SI
There is state sets. Of course not as good as Softimage's. A bit buggy, but better than nothing. There are also 3rd party tools called RP Manager and LP Manager.
viewport artifacts with tools, tools that quit when navigating the viewport (they might have fixed that)...
Never had any issues. Must have been your graphics card drivers. Tools that quit when moving the camera have been fixed.
still many tools based on triangles instead of polygons, internally, and strange tri to poly conversion workflows.
Which tools? Yeah I agree it's a bit annoying 3dsmax often converts your object to an editable mesh when collapsing the stack.
Strange, redundant subdivision surface approach...
If you want to model while having your model subdivided, you can add a Turbosmooth modifier and click the "Show end result on/off" toggle to see it subdivided. If you don't like the low poly cage you see, you can also toggle that off.
Personally I prefer max's modeling hard surface tools way more than SI's. The symmetry modifier makes it easy to model your object symmetrical without having a hard seam in the middle you normally get from using a Instance Mirror workflow.
The basic workflow with the modifier stack is simple and straightforward, ok. But there are redundancies in the modifiers - just an example: the edit poly modifier has a weld tool, but there is another dedicated weld modifier as well (I wonder if that even maps to the same code internally...).
Modifiers are operators for non destructive workflow. Using the weld tool in the editable polygon toolset is destructive. By using a modifier you can animate it's properties.

There are a lot of small things I like when working with 3DS Max.
  • Holding Shift + Drag Move = Drag out a clone array, or extrude edge if in edge component mode.
  • Spinners. Right clicking on them resets the value to zero / minimum. Holding alt and control makes spinners increment/decrement faster/slower.
  • Like I said earlier Symmetrical modeling is really easy to do and gives you a good end result of your mesh.
  • CAD like selection. There's an option in the settings to enable this. When making a marquee selection it makes it very easy to select polygons/edges. Making a marquee selection from left to right only selects components completely encompassed in your marquee, while dragging from right to left selects everything it touches.
  • Constraints on component manipulation. For example you can constrain vertices to only move along their normals or the edges they are connected.
  • I'm quite happy with the UV mapping tools. Pelt mapping works good. Don't like SI's uv tools that much.
  • Offset a whole animation track by just moving the object. You can also easily move keyframes without having to expand the curve editor.
  • You can add several type of layers in the animation controller of an object. For example one which adds turbulence to the position and one which you can freely move the object. You can stack, nest and weight as many as you'd like.
  • CAT for quick and dirty rigs and procedural animation.
Things I don't like:
  • P-Flow. It's very limited, slow and unintuitive if you've used ICE.
  • The curve editor. My main reason not to pick this as your main tool for Character Animation. I just don't like the way you can modify curves in 3DS max.
  • The UI, but it's doable.
  • Maxscript, because I like Python.
  • The bone/skinning toolset. Softimage is way more enjoyable on this front.
  • Parameter wiring. Not as fun as dragging and dropping parameters in PPG's.
There's a plugin for basically everything. Imho 3DS Max complements SI a lot. I wouldn't use it for character animation though.

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Re: Transition: Max versus Maya

Post by Eugen » 14 Mar 2014, 23:46

I know all these things (used max for 12 years), and to be fair - yes, there's much on the good side, of course. My post is confessedly biased - I just can't stand the chaotic state that max is in after all this years. Again, Autodesk proved incapable of doing their homework here.

What I miss in Soft:
The selection technique you mentioned - dragging the rectangle from left to right = window, dragging from right to left = crossing (called surround select in SI), I requested this in the beta for the 2013 version...
Also, in SI, 'surround select' does not work for objects, only edges and polys. That was one of my beta feature requests, too.
The 'sweep' modifier. I even wrote my own for SI, and used it in my last projects, but it doesn't create UVs yet, and capping with holes is non-trivial (had plans to include this, but I'm in no mood anymore, really).


Back to max, there's even more that comes to my mind:
- Why the heck are there different navigation tools for perspective and camera? That never made any sense.
- The selection engine is... crappy. Sorry, but that's what it is. In SI, you can be sure that the edge or poly you aimed at when clicking really gets selected...
- Viewport management... always confusing. When you work in full screen and switch to front/top/whatever, you can be sure that you will NOT see the part of the scene you last did in that view, and have to happily pan and zoom your way around until you find it again. Nasty, in heavier scenes. In Soft, this works cleanly, as expected.

It's just riddled with small issues all over the place, more than any other software I know (not sure about Maya, though).

As you know, there was this outcry of max users on maxunderground.com a few months ago. They, too, feel somewhat abandoned by AD.
In fact, both Maya and 3ds max are beyond repair. The fixing and stitching and patching will go on for some time, and the userbase-milking also, but I for my part am already looking for other options.

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Re: Transition: Max versus Maya

Post by MauricioPC » 15 Mar 2014, 02:06

But it's hard to find complete better solutions. C4D is the closest I think.
Perhaps now Max animation tool will improve, but who knows.

But I think it's a hard choice between the two if you are not a studio.

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Re: Transition: Max versus Maya

Post by Eugen » 15 Mar 2014, 10:31

MauricioPC wrote:But it's hard to find complete better solutions.
You tell me...
This is the second time I feel let down by Autodesk, but this is just my personal sentiment. I just don't like what happened to max.
Nothing will keep the artist from producing art with it if he chooses, and if you call adding more and more and more plugins to Max 'progress', you might even believe it has a 'bright future'.

I don't expect any big, let alone fundamental, changes, though.
There was an attempt to re-write Max 14(!) years ago... That wasn't that many years after it's release. Obviously, even back then it's flaws were recognized.
http://www.maxunderground.com/archives/ ... write.html
It never happened, and never will again, in all likelihood. They would need to start from scratch - which of course has been demanded countless times already.

Max will be kept alive, though, that's the difference.
Softimage users are even begging for a similar fate now - AD should keep it as a platform, 3rd parties do the extensions, but what SI has on the good side regarding it's general architecture and workflow, it lacks on the SDK side, and it's hard to say what would be more important over time.

MauricioPC wrote: C4D is the closest I think.
Perhaps now Max animation tool will improve, but who knows.
Not very likely. Maya will be promoted as the 'high end' animation platform, max as the visualization tool, generally speaking.

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Re: Transition: Max versus Maya

Post by angus_davidson » 15 Mar 2014, 11:29

Having taught Maya its not a great experience. That been said of the two if your willing to put up with learning all its idiosyncrasies Maya is still the better choice. The major reason going forward is its the only one that will have very active development until Autodesk releases their next Gen DCC. If your into Animation Maya + TSM2 and TFM from Anovin will see you there even if your not a rigger.

Personally if I was paying a subscription to AD currently I would rather put that money towards a Modo license. While it not there yet I have much better hopes of 801 / 901 being where I will end up. The current Softimage will be good for another 2-4 years (especially if your a one man shop) or not dependent on needing maya skills to keep the rent at bay.
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Re: Transition: Max versus Maya

Post by luceric » 15 Mar 2014, 11:38

there is so much character animation work being done in max, from games, commercials and broadcast - just not film - don't let anyone make you believe max is bad at animation, Mauricio. this is all the echo chamber of the internet. the facts are that there has been more character animation being done in max than any other app. Maya wins at pipelines with TDs, which is no concern to a person on a single PC, unless you're learning for those jobs.

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Re: Transition: Max versus Maya

Post by angus_davidson » 15 Mar 2014, 11:47

luceric wrote:there is so much character animation work being done in max, from games, commercials and broadcast - just not film - don't let anyone make you believe max is bad at animation, Mauricio. this is all the echo chamber of the internet. the facts are that there has been more character animation being done in max than any other app. Maya wins at pipelines with TDs, which is no concern to a person on a single PC, unless you're learning for those jobs.
Its not about good or bad at animation (personally I think they are much of a muchness both need plugins to get close to SI ) its about if your going to invest the next n years of your life working with a package it far more advantageous to work with the one that is more actively developed.
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MauricioPC
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Re: Transition: Max versus Maya

Post by MauricioPC » 15 Mar 2014, 12:52

luceric wrote:there is so much character animation work being done in max, from games, commercials and broadcast - just not film - don't let anyone make you believe max is bad at animation, Mauricio. this is all the echo chamber of the internet. the facts are that there has been more character animation being done in max than any other app. Maya wins at pipelines with TDs, which is no concern to a person on a single PC, unless you're learning for those jobs.
Yeah, I know that Luc-Eric. I've talked a little with Paul Neale (great guy). I think the principal problem for Max is that ... if you want it to be a one stop solution, you need to buy so many plugins that it surpasses the Maya price a lot, even the Maya + plugins price.

On a general term, I like Max, it was the first software I learn when I was creating fake levels for Counter Strike. But if, let's say, you like animation and FX (like me). Max is okay, I have no intention of working at Pixar (even if I had the talent), I just want to animate some things, short stories, etc.

So you'll need some stuff for animation, and lots of stuff for FX (Thinking Particles, FumeFX, PhoenixFD [fire and water]). Just here we have something like $ 4k on plugins. Wouldn't it be smarter if I just went Maya way and bought Houdini? I would be a unlimited render in Mantra (very good) and great tools for FX. It appears that Cloth, Fur and some rigging tools in Houdini are also great. Money wise, it makes more sense.

I think I'm like Eugen ... the first Max version I played was v6, I made a AD certified course on 3ds Max Complete v9, than stopped messing with 3D for some 3/4 years and returned to Softimage (as a student). So I like Max, but I don't like to open and see not much has changed (problem-wise).
angus_davidson wrote:Its not about good or bad at animation (personally I think they are much of a muchness both need plugins to get close to SI ) its about if your going to invest the next n years of your life working with a package it far more advantageous to work with the one that is more actively developed.
Angus, but since you guys are a institution of learning to prepare people to the industry, even if Maya is more difficult, wouldn't it better to teach it? I also think Maya takes longer to get the grips with it, but what others drawbacks you see in teaching Maya?

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Re: Transition: Max versus Maya

Post by NNois » 15 Mar 2014, 13:50

Guys, just been with a coworker who's on MAX.

Do you know there is NO WAY with vray 2 or 3 to have an interactive rendering viewport/framebuffer ???

To sum up if you want to change the diffuse color you have to:

1.STOP the current rendering because you can't touch the max interface when it's rendering
2.Change your values with literally NO feedback
3.START the rendering, wait... oh no... it's not the right color so go to 1)

... oh man